#ifdef GL_ES
precision mediump float;
#endif
uniform float u_time;
uniform vec2 u_mouse;
uniform vec2 u_resolution;
uniform sampler2D qpicture;
varying vec2 v_texCoord;
void main(){
        vec2 m=vec2(u_mouse.x*2.-1.,-u_mouse.y*2.+1.);
        vec2 p=(gl_FragCoord.xy*2.-u_resolution)/min(u_resolution.x,u_resolution.y);
        float d =clamp(0.,.5,length(p-m));
        float t=sin(d*100.+u_time*0.8);

        vec4 texturecolor =  texture2D(qpicture, v_texCoord);
        gl_FragColor=texturecolor+vec4(vec3(t),1.);
}